improve rendering performance even more by using instanced rendering
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13
instancing_vertex.glsl
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13
instancing_vertex.glsl
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#version 330
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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in mat4 instanceTransform;
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uniform mat4 mvp;
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void main() {
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gl_Position = mvp * instanceTransform * vec4(vertexPosition, 1.0);
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}
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